void OnRenderObject() { if (Camera.current == Camera.main) { Matrix4x4 matrix = Matrix4x4.TRS(transform.position, Quaternion.identity, Vector3.one * size); VectorRenderer.DrawMesh(m_Mesh, material, matrix); if (autoAdd) { for (int i = 0; i < m_PositionList.Count; i++) { matrix = Matrix4x4.TRS(m_PositionList[i], Quaternion.identity, Vector3.one * size); VectorRenderer.DrawMesh(m_Mesh, material, matrix); } } } }